The Guile section in the Matchup thread pretty much answers everything IMO.
I just stay as close to Guile as possible with FADC, TAP and EX upper. Work jabs and medium and bait the flash. I don’t like to use the overhead against him because it’s slow and once he realizes, get FK’d to the face :l
You should put it c.jab>s.mk>whatever and c.mk>c.mp>whatever. Both are very useful for solid dmg combos and mixups. C.jab>s.mk really looks strange and can cause the other player to freeze up, opening up overhead/dash low options in a block string.
Edit: Found it.
Just curious as to why people don’t use c.lpx2 -> c.mp -> hb, straight, upper, and lower. Is it because the mp connection a bit strict compared to the c.short?
c. mp is just a way tougher link. If you can get it 100%, do it. But if you can’t, why risk missing the most damaging part of your combo (HP Headbutt)? Also because it’d be stupid hard to hit confirm off the c. MP alone to know if you missed it or not
After j.hk -> s.hk what is the preferred link? c.lk or s.lp both work and for some reason i just find the s.lp so much easier to combo into the ex upper.
Is there any benefit to the c.lk besides maybe if they blocked high?
Yep same why some stick with the c.lk after an overhead. just way more lenient. in non-online play the c.mp comes out more
s.LP does’t hit on some characters.
In the case of c.lk after an overhead it’s not because it’s more leniat, it’s jus that for some characters that’s the only normal that links into headbutt.
Like a few other people have said, it’s because the bnb combo is much more leniant on timing. Plus, even if you substitute the c.mp for the c.lk the damage difference isn’t that much of a difference.
Another combo that’s useful if you can hit confirm a jump in is: j.hp/hk > c.mp > HB > Ultra (507dmg/460stun)
Ahhh I see haha. I brought it up because I tend to land this a bit more than the c.lpx2 -> c.short -> f hb xD
Yea bnb link is way less strict and if you are hitting the c.mp link its probably because ur canceling more so than linking the combo.
c.lpx2 two punches can be pressed fairly quickly in succession but you must wait for the second punch to finish before hitting the c.lk into the headbutt cancel.
link= getting through the animation before next input
cancel= entering right after
c.lp xx c.lp ~ c.lk xx f. hb
I’ll give this a try.
Update:
wow thanks dude! it works! Unfortunately, I don’t know how to +rep. ;[
Easy method on landing an Ultra on the ground
Hey guys, this was probably mentioned in the 14+ pages and if so, I apologize. I sifted through alot of it and couldn’t find it and yes… i am brand new to the forums. Just wanted to mention that, like most characters who “cheat” their recovery off jump ins by landing to Ultra, Balrog also has the same trait. The only difference is you must jump back in order to maintain your back charge… Luckily, if you nick the guy with your fierce, your ultra will combo… even more useful when your back is on wall as your “backjump” will be more like a straight jump up… i’ve crossed myself up in corner and “backjumped” to throw a few times b4 doing the backjump to ultra… please hitconfirm…
There are uses for this and once you condition yourself to take advantage of it, it’s not something you actively seek, but when you see the opening, it’s great damage…
off the top of my head, and easy example is
vs. Sagat’s ultra… if he’s a noob and does it next to you… i still have people trying to chip dmg me with sagat’s ultra when i can just jump back fierce to ultra… very satisfying way to deal with scrub sagats…
let’s get paid…
i personally always use c.LP x3 for my bnb headbutt.
Can you do this after Jump Back Fiercing a lariat?
Lariat may be harder as i think you have to hit gief high on the sprite (thus hit stun starts while you fall from gief’s head height)… This may not combo into ultra, at which point you’ll be posing in uppercut position while gief blocks, ready to be thrown… like most jump attacks to ultra, you have to hit the sprite pretty low so that you aren’t wasting the hit stun on “falling”…
straight dash to super .can someone tell me how this is done or point me in the direction please?
:l:,:r:,:l:+:lp:,:r:+:lp:
or if you don’t precharge
:l:,:r:+:lp:,:l:,:r:+:lp:
It has do be don’t relatively fast and hit confirming the super cancel is pretty tricky unless of course you start off with a jab string or something, but that scales the damage quite a bit. I usually use up my EX bar but in the event that I have full super it’s pretty easy to land it.
c.lp > c.lp xx lp.straight xx super